Y → low-pass filter: wide open at 20 kHz at the top, closed (almost silent) at the bottom. Logarithmic scale. While more than one ball is in play (MULTIBALL), the filter stays pinned wide open instead of tracking any one ball; it goes back to following the ball as soon as only one is left.
X → three delay parameters, each with a floor that never quite hits zero: repeat (how much signal reaches the delay), feedback (how long it keeps repeating), and delay speed (further right, faster and closer-together repeats). X also drives the stereo pan of the live pad sound, always on: full left at the left edge, full right at the right edge. It's deliberately conservative — only the live signal tracks the ball; a bumper hit's ~1s decay stays panned wherever the ball was at the moment it was hit, and once an echo has entered the delay line it keeps that same position through its repeats. Nothing already ringing or echoing gets dragged around as the ball keeps moving.
Bumpers → one for every note in the chosen scale, repeated for the selected number of octaves (e.g. 7 notes × 3 octaves = 21 bumpers), lowest at the bottom of the table to highest at the top, arranged in staggered rows. Each hit cuts straight through the filter, so it's always audible, and rings out with a light ~1s decay. Tuning (440 or 432 Hz) is set from the menu and applies to the pads too. Bumpers are sized and colored by scale degree: the root is biggest and teal, the fifth/fourth are magenta, the third/sixth are amber, and the seventh/second are violet and smallest — always relative to the current chord's root during the HARMONY bonus (see below), or the base key otherwise.
Flippers → two pairs, the bottom ones and the (shorter) ones on the side lanes, controlled together by the same keys.
Power-ups → every ~20s a label pops up near a random bumper — SLOW DOWN (half speed for 10s), X2 (double speed for 10s), SAFE MODE (a barrier seals off the table just below the bumpers for 5s, trapping the ball up there), HARMONY (pad and bumpers follow a 4-chord progression for 10s), or MULTIBALL (launches two extra balls into play right away, lasting for as long as any of them stay on the table — no fixed timer). Hit a prompt to activate it. SLOW DOWN/X2/SAFE MODE/HARMONY still only allow one of themselves active at a time, but MULTIBALL is independent of them: it can appear and be hit while one of the other four is running, and they can still appear and be hit while MULTIBALL is running — only a second MULTIBALL prompt is held back until the extra balls have all drained.
HARMONY bonus → while it's active, pad and bumpers snap to a 4-chord progression that changes automatically every few seconds, with the current chord shown between the tunnels and the flippers. Outside the bonus, everything plays the plain scale/key as usual.
Tunnels → two purple holes in the middle of the table: the ball falls in, vanishes for a split second (with a quick filter sweep), and pops back out at high speed from the opening at the top on the opposite side, straight into the bumpers. Sometimes the trajectory lines up straight into the other hole and creates an infinite loop — that's intentional, play with the rhythm it makes. Press S (or the NUDGE button on touch screens) to give the ball a shove and break it.